Hyper KG — How to play

How to play

Hyper KG is a duel between 2 players. Each player selects 3 or 5 characters and their respective equipment. The goal is to defeat all enemy characters by reducing their health to 0. At the beginning of the game, each player selects one character in secret to start as the active one, all others remain benched.

See more details about characters.

Each round of gameplay has two phases: the maneuver phase and the attack phase. Both phases happen simultaneously for both players, so you do not know what your opponent will do until after both of you have picked your moves.

Maneuver phase

The battle starts at close range.

During the maneuver phase players may pass, move close, or move far. Moving close or far normally costs 50 energy. If one or both players move close, then the range is set to close at the end of the movement phase. If one or both players move far then the range is set to far at the end of the movement phase. If one player moves close and one player moves far, then the range remains what it was at the beginning of the movement phase but both players still pay the energy cost of their maneuvers.

After five consecutive rounds without net health loss or a successful switch, moving to the opposite range has a base cost of 0 energy until damage or a switch occurs. Moving to the current range keeps its normal cost, and equipment or effects can still add to a maneuver's cost.

Attack phase

During the attack phase, each card may either attack, intercept, switch out, or rest. Each card has 4 attacks to choose from, though depending on the range some attacks may not be available. Check the character details to learn what their attacks are and when to use them.

See more details about damage calculation.

If you switch out, your current character is moved from play to your bench, and you may pick one of the other characters in your bench to replace them. When switching out, you avoid all attacks and effects, with the exception of undodgeable attacks which can hit fleeing characters. Switching out is countered by intercepting. You cannot voluntarily switch out on consecutive rounds.

If you intercept, and your opponent switches out, you deal 35 damage to them and their character does not switch out for that turn. If your opponent does not switch out, intercepting does nothing.

Resting causes you to regain 20 energy (in addition to the twenty you regain every round).

End of the round

At the end of the round you gain 20 energy. Each benched character restores 1 health. Other end of round effects may also apply, like burn or bleed damage. If your active character health is reduced to 0, you must choose a new active character.

Damage calculation

Each attack has a damage type associated with it: physical, light, or dark. Each character has an innate defense against all 3 types. The defense number is subtracted against each attack of that type. Furthermore, some attacks hit multiple times. For example, an attack that does 25 light damage against someone with 4 light defense will deal 21 damage. However, an attack that deals 5 light damage 10 times (5×10) will only deal 10 damage against 4 light defense. Single attacks are generally better against high armor, while multiple attacks are generally better against low armor.

Every damaging attack also has a base 3% chance to score a critical hit, which deals 150% of the normal damage. Critical multipliers are applied before resistances. For example, critical damage is usually calculated as (Base Damage x 1.5 - Resistance) x Number of Strikes. Damage is rounded down after the critical multiplier is applied to each strike. Critical hits and misses are rolled on the same die, meaning they are mutually exclusive; it is impossible to both miss and critically hit with the same attack.

Characters

HeleneThe swordstress
Amazons
851261Immune to stun.
Reinforced BreastplateAdds 4 physical defense, 1 light defense, and 1 dark defense.
HeleneThe swordstress

Faction: Each character belongs to a faction. A character can only equip items from that faction or General items.

Health: The character's life points. When they reach 0, the character is defeated and can no longer fight.

Energy: Every character starts with a maximum of 100 energy points. A character may not be able to maneuver or perform some attacks if they don't have enough energy.

Physical, Light and Dark defenses: Reduce enemy physical, light or dark attack damage per strike, respectively.

Ability: Each character has a unique innate ability, which grants them some sort of bonus or change the way they play. For instance, Helene's ability makes it so she can never be stunned by opponent attacks.

Equipment: A single item that can be assigned to a character, usually granting the holder some sort of bonus. General equipment can be assigned to any character, while faction exclusive equipment can only be attached to characters of that same faction.

Attacks

Type: An attack can be either physical, light or dark. This determines the type of damage for calculation purposes.

Energy cost: How many energy points are required to perform the attack.

Damage: determines how much damage the attack does. An can be single or multiple strike or non-damaging. For instance, Helene's Shield Bash is single strike, Frenzied Strikes is multiple strike and Enchant Blade is non-damaging, granting a buff to the character instead.

Speed: determines the order of attacks are executed. Greater speed means the attack is executed first. If two attacks with the same speed are chosen, their damage and effects apply at the same time.

Accuracy: used to calculate how often an attack hits or misses. Applies before enemy evasion. Multiple strike attacks use the same die roll for each hit.

Range: from which range the attack can be performed. close only work on close range, far only on far range and dual can be performed from any range.